I don't really dabble in the mobile sector, but I think you're having focus issues.... Think of apps like pandora and youtube. When you return to the home screen pandora will keep playing, however youtube stops when it loses focus. I don't know the specifics, but that's how it seems to me.

Haven't tested stuff on mobile yet; however, I would use love.event.quit() to cause the program to abort and use the love.quit callback for cleaning up resources. Try to use love.event.quit() in the love.focus() callback and see what it does on your friend's Huawei.

I don't know about Android, but on iOS Apple will probably reject your app from the app store if you programmatically quit it (as that looks like a crash to the user, and apps are never supposed to quit themselves in the iOS app lifecycle).

slime wrote:I don't know about Android, but on iOS Apple will probably reject your app from the app store if you programmatically quit it (as that looks like a crash to the user, and apps are never supposed to quit themselves in the iOS app lifecycle).

Interesting.
What do you do then on iOS? Just remove an option to exit the game?

GiveMeAnthony wrote:Haven't tested stuff on mobile yet; however, I would use love.event.quit() to cause the program to abort and use the love.quit callback for cleaning up resources. Try to use love.event.quit() in the love.focus() callback and see what it does on your friend's Huawei.

GiveMeAnthony wrote:Haven't tested stuff on mobile yet; however, I would use love.event.quit() to cause the program to abort and use the love.quit callback for cleaning up resources. Try to use love.event.quit() in the love.focus() callback and see what it does on your friend's Huawei.

local exiting = false -- we can set this to true from a user dialog
local focus_switch = false -- we'll set this when the app goes out of focus
function love.focus(in_focus)
if not in_focus then
focus_switch = true
love.event.quit()
end
end
function love.quit()
if exiting then
-- code to execute for exiting the program
-- from a user dialog. Perhaps something to
-- to ask if they'd really like to exit or not.
return false
elseif focus_switch then
love.audio.stop()
-- optionally, make multiple calls to love.audio.stop(source)
-- where 'source' is a specific audio source. You can do this
-- to only stop certain audio if you desire.
--------------------------------------------------------------
-- If you must, call sfx.stop("music") and other code instead
-- for stopping all other audio effects.
return false
end
return true
end

GiveMeAnthony wrote:Haven't tested stuff on mobile yet; however, I would use love.event.quit() to cause the program to abort and use the love.quit callback for cleaning up resources. Try to use love.event.quit() in the love.focus() callback and see what it does on your friend's Huawei.

local exiting = false -- we can set this to true from a user dialog
local focus_switch = false -- we'll set this when the app goes out of focus
function love.focus(in_focus)
if not in_focus then
focus_switch = true
love.event.quit()
end
end
function love.quit()
if exiting then
-- code to execute for exiting the program
-- from a user dialog. Perhaps something to
-- to ask if they'd really like to exit or not.
return false
elseif focus_switch then
love.audio.stop()
-- optionally, make multiple calls to love.audio.stop(source)
-- where 'source' is a specific audio source. You can do this
-- to only stop certain audio if you desire.
--------------------------------------------------------------
-- If you must, call sfx.stop("music") and other code instead
-- for stopping all other audio effects.
return false
end
return true
end

I don't really understand your example, sorry. What is the point of exiting and focus_switch exactly? On my friends Huawei, the problem seems to be that the game is still in focus after he has pressed the home button.